PlutoLighthouse.NET Blog

Monthly Archives: February 2012

I've just completed a fairly large update to the MegaMan RPG Prototype and I've finally added player sprites to the battle field (a-la Pokémon Trainer from Super Smash Bros. Brawl)! I also finally got around to making all the field backgrounds animated so that the environments don't feel so static. Feel free to check out Dr. Light and Dr. Wily's sprite sheets as well as the newly updated sheets for Base Field, Ice Field, Guts Field, and Elec Field. :D

In addition to the bigger updates mentioned above, I also fixed some smaller bugs regarding the ability Super Throw. The first bug would throw the target to the bench and automatically switch in a new robot without giving the player a chance to choose. The second bug was a bit more complicated and happened when a robot was thrown to the bench before they could use their ability – the queued up ability would then be used by the new robot (even if they did not know that ability) which caused some strange scenarios (Crash Man using Leaf Shield, for example). Both of these issues have been fixed, and the ability should function normally now. Another small update I made was to the prototype menu itself – I added a "back" button for the selection screens in case you make a mistake and need to re-select something from the previous step. Nothing special but it makes the menu feel a bit more polished, I think. :)

The last major update I made was to the end-game scenario when you or your opponent have run out of usable robots. Before, it simply said a quick win/loose message and that was it, but now I actually have the players say their little victory/defeat quotes and a theoretical "battle point" bonus is calculated and awarded to both players based on how they did. The mechanics are not hard-coded and will likely change, but at the moment each player gets 10 points per turn they lasted on the field, plus the sum of all remaining active robot's stat points (energy, attack, defense, speed). I want to make sure both players get rewards for fighting, even if they didn’t win. This is mostly because I plan to have a kind of "passive" multiplayer aspect to the game at some point, but I"ll get more into that at a later date. ^_^

Hope you're enjoying the game and if you have any bug reports, questions, concerns, or (even better) ideas for the game, please contact me and I'll be sure to get back to you. :)

It's nothing huge, but the MegaMan RPG Prototype has been updated and the Air Shooter ability now has a slightly different animation. Using the new attachment functionality, I was able to have all three whirlwinds fire separately rather than having all three pan across the target statically. As I said, it's nothing huge but I really think the ability needed the makeover as Air Shooter was one of the stranger looking animations. :P

I really want to add more abilities to AirMan that make use of his fan and "blowing" characteristics, but that'll have to come later. I know for sure I want to have a similar ability to Super Throw where the target is blown to the bench, but there's definitely room for others. So yeah, check out the new Air Shooter animation!